yatin_117 Posted September 11, 2014 Share Posted September 11, 2014 WOOT Link to comment Share on other sites More sharing options...
Mama_Sasha Posted September 11, 2014 Share Posted September 11, 2014 ...and still no fix for the Corpus Tech, who still cant deploy their shield drones. Link to comment Share on other sites More sharing options...
OverlordMcGeek Posted September 11, 2014 Share Posted September 11, 2014 wow the vor bug made its way back? Link to comment Share on other sites More sharing options...
Caobie Posted September 11, 2014 Share Posted September 11, 2014 kinda sad to see the roaming of the kubrows being removed but it was kinda borked as it was anyways so id rather see it gone and fixed than left in the state it was Link to comment Share on other sites More sharing options...
ArkHunter Posted September 11, 2014 Share Posted September 11, 2014 (edited) I just logged on to check on my kubrow then I saw the redtext. Edited September 11, 2014 by ArkHunter Link to comment Share on other sites More sharing options...
Zilacon Posted September 11, 2014 Share Posted September 11, 2014 I cant even update... This is what i get when i try to launch it from steam... Link to comment Share on other sites More sharing options...
Hayzemet Posted September 11, 2014 Share Posted September 11, 2014 i do not understand rage changes D: Link to comment Share on other sites More sharing options...
MDRLOz Posted September 11, 2014 Share Posted September 11, 2014 Excalibur: Firstly, an explanation in intent and next steps: Dev observed and experienced the uninhibited blinding effect in up to a 60 M Range with several environments coming between Excalibur and targets. This prompted review. Secondly, the 14.6.0 changes have all been reverted as they were experimental and not intended to function in the way they did for this brief 12 hour window. Thirdly, what you can expect down the road is Radial Blind functioning in a way that considers Line-of-sight. The 14.6.0 unintended version suffered from a lot of problems with this approach, and coming will be radically improved line-of-sight checks for Radial Blind. Targets behind cover that can still see Excalibur are blinded. Other bodies won’t inhibit their blindness, but walls will. Other Changes: Changed the attack ferocity of Corpus Mine Osprey: before no maximum existed on number of deployed mines, and now there is a maximum of 6. If you are spending time looking at radial blind can you please spend time looking at other abilities. Now wanting got tier just a pass to see if you think they are useful. Personally radial blind and sometimes super jump are the only things I cast with any frequency. Once a mine osprey drops 6 mines what does it do then? Seems silly that they cannot do anything else and become flying toasters. Also mines are pointless and do nothing. I think the unlimited mines at least made them interesting. Now they are back to floating balloons for simply popping when convenient. Link to comment Share on other sites More sharing options...
drft240 Posted September 11, 2014 Share Posted September 11, 2014 Any word on Life Strike's stealth nerf? Link to comment Share on other sites More sharing options...
LascarCapable Posted September 11, 2014 Share Posted September 11, 2014 Mine Osprey ! NOOOOOOOOOOOOOO- Why !? WHYYYYYYYY ?!!one ;____; Link to comment Share on other sites More sharing options...
Z123FFSS89 Posted September 11, 2014 Share Posted September 11, 2014 Yessssss they listened to my blessing proposal!!! Now for frost fix!! Link to comment Share on other sites More sharing options...
Mak_Gohae Posted September 11, 2014 Share Posted September 11, 2014 Dev observed and experienced the uninhibited blinding effect in up to a 60 M Range with several environments coming between Excalibur and targets. This prompted review. Thirdly, what you can expect down the road is Radial Blind functioning in a way that considers Line-of-sight. The 14.6.0 unintended version suffered from a lot of problems with this approach, and coming will be radically improved line-of-sight checks for Radial Blind. Targets behind cover that can still see Excalibur are blinded. Other bodies won’t inhibit their blindness, but walls will. What's the reasoning behind this power being affected by line-of-sight when there are plenty of other powers that dont have this? It's not like Excalibur has a full set of overpowered skills and this was the tipping point. In fact, it's the total opposite. This is THE only power that could be considered full functioned since all other have limits. I think all of Vauban's power dont have line of sight, are going to expect for him to get hit with this? Because this is actually a frame were basically all his powers and totally full functioned and have little to no disadvantages at all. Link to comment Share on other sites More sharing options...
EinheriarJudith Posted September 11, 2014 Share Posted September 11, 2014 (edited) ok tenno i find it hilarious so many people complain about trinity and radial blind. let me give you some insight from playing MMO games for so many years. Healers in any MMO have had their own heal stat to boost healing like HPS or infact WIS INT etc. for anyone to say Power strength only affects DPS means they dont understand at all that Power strength means it could be HPS DPS or even the strength of CC. allowing it to effect trinity's heal makes perfect sense and using unranked mods shouldnt be a part of anyones build and by adding strength depending on mod rank i feel is more like it should be. now with this update trinity heal is still 80% at max rank but the CD is gone lol and instantly all the people crying about the 80% are happy now but guess what its still 80% you still have to regrind that trin to get the 100% and i am in total agreement when making major changes to frame powers they need to have a way for people to switch polarities for free. For radial blind you guys do realize that the blind doesnt come from no where that its a flash like a flash grenade so what sense does it make for enemies behind walls to get blinded by something they cannot see? there is no other video game with a flash grenade that allows you to blind enemies behind walls because 1 you have to see the flash to become disoriented by it. so no i dont think there is anything wrong with radial blind as it is you flash the targets that can see it and that means its working as intended. Edited September 11, 2014 by EinheriarJudith Link to comment Share on other sites More sharing options...
Noja87 Posted September 11, 2014 Share Posted September 11, 2014 (edited) What about the framerate issues? Do the devs know about this? I am still having the problem. https://forums.warframe.com/index.php?/topic/307830-big-framerate-drops-after-1460/ Edited September 11, 2014 by Noja87 Link to comment Share on other sites More sharing options...
Fubukin Posted September 11, 2014 Share Posted September 11, 2014 trinity blessing spammable? major improvement! good to see this implemented. excal - well, if you really need to do that LoS thing, i hope you let us blind everything in line of sight then, alerted enemy or not. a flashbang would blind you even if you didnt know it existed until the bang, so there, realism! other than that, i really like the detailed explanations on the development this time, thank you very much. Link to comment Share on other sites More sharing options...
Rakshal Posted September 11, 2014 Share Posted September 11, 2014 PvP changes I actually like? THANK YOU DE, THANK YOU!!!!!!!!!! :D Link to comment Share on other sites More sharing options...
castem Posted September 11, 2014 Share Posted September 11, 2014 It was not the buff she needed, it was the buff she deserved. Thanks for the Trinity love DE! Link to comment Share on other sites More sharing options...
Szaajna Posted September 11, 2014 Share Posted September 11, 2014 awesome, rage + qt works like sh*t now, lets all play rhinos again! Link to comment Share on other sites More sharing options...
MechaKnight Posted September 11, 2014 Share Posted September 11, 2014 Mostly great, except the normal melee cold damage mod is still only 60% instead of 90%. Probably applies to the secondary too. The red text joke backfired, but overall a good patch. Link to comment Share on other sites More sharing options...
PCwarrior_99 Posted September 11, 2014 Share Posted September 11, 2014 I don't think if the mine osprey change is a good or bad idea: For Jackal they were quite challengy, but not that bad because of Jackal' attacks that aren't so strong. In everything else nerf them is a good idea... but my "Jackal vs. Unmodded kestrel (and Loki)" video is now no longer exiting. Link to comment Share on other sites More sharing options...
MasterJoaoPT Posted September 11, 2014 Share Posted September 11, 2014 Awesome developers. Link to comment Share on other sites More sharing options...
.Talia. Posted September 11, 2014 Share Posted September 11, 2014 Good Update! Link to comment Share on other sites More sharing options...
_Raiklar_ Posted September 11, 2014 Share Posted September 11, 2014 Now, My question is will the PVP balancing of Bladestorm carry over to PVE like it has in the past? Link to comment Share on other sites More sharing options...
PCwarrior_99 Posted September 11, 2014 Share Posted September 11, 2014 awesome, rage + qt works like sh*t now, lets all play rhinos again! I'm confused, they already nerfed that combo time and time ago, I saw now the mods and nothing different has been applied Link to comment Share on other sites More sharing options...
tocorro Posted September 11, 2014 Share Posted September 11, 2014 (edited) Excalibur: Firstly, an explanation in intent and next steps: Dev observed and experienced the uninhibited blinding effect in up to a 60 M Range with several environments coming between Excalibur and targets. This prompted review. Secondly, the 14.6.0 changes have all been reverted as they were experimental and not intended to function in the way they did for this brief 12 hour window. Thirdly, what you can expect down the road is Radial Blind functioning in a way that considers Line-of-sight. The 14.6.0 unintended version suffered from a lot of problems with this approach, and coming will be radically improved line-of-sight checks for Radial Blind. Targets behind cover that can still see Excalibur are blinded. Other bodies won’t inhibit their blindness, but walls will. I don't mind nerfing radial blind if it means reworking his abilities. Excal deserves a good look at all of his abilities, not just nerfing this one. Adding utility or reworking them from scratch. His abilities are old, and the game changed significantly, so He should too, adjust to the new Warframe. I'm eagerly waiting for introduction of reworked Excal abilities, with Line-of-sight included to his radial blind. And I hope this is just the beginning of changes to other warframes abilities if this "stick to logic" thing is such a must. And maybe a good place to think about reworking enemies a bit ? If You don't want us to play infinitly scaling enemies then do something with them, for them to be more challenging and not just with so much damage and such huge health bar so we have no other option than abuse powerful CC abilities. Edited September 11, 2014 by tocorro Link to comment Share on other sites More sharing options...
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